Noooooooooo

SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
edited September 2003 in Mapping Forum
<div class="IPBDescription">i cant fix this error :(</div> i get a bad surface extents error but hammers check doesnt bring up any errors and when one site recomended using the big brush method to find the cause like a leak it didnt seem to work (even encasing entire level gave error) <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

has anyone got any tips on how to fix this ?

Comments

  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Oh god that error is so familiar but I can't remember what I did to fix it... its something that can be fixed with different compile options if I remember right.. no wait, its a malformed surface, check for problems in hammer and delete/remake any brushes that have errors. Its often caused by a brush being shattered, if I remember right.

    Sorry I can't give you a definitive answer, its been a looong time.
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->check for problems in hammer and delete/remake any brushes that have errors. Its often caused by a brush being shattered, if I remember right.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    unfortunately ive tried that and it doesnt give my any untill i compile then ARGH!!!!!!!!!!
  • KingNicKingNic Join Date: 2002-10-25 Member: 1600Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Bad Surface Extents
    This is typically caused by having extremely large scales on faces, (typically "stretching" far above 10, usually 100+). Otherwise it almost always shows up on a 'check for problems' in Worldcraft as a 'texture axis perpendicular to face' error.
    If you are using a newer version of Zoner's compile tools, the name of the texture, what # brush/# entity is involved, the coordinates of the problem face, and the amount of scaling should all be listed to make it easier to find and fix.


    If the numbers given include a 0, such as 16345/0, it often (but not always) means the texture has gone perpendicular to the face. This usually is a result of rotating the brush, clipping, carving, hollowing or vertex manipulation, remember where you did that and you may find it faster.
    If it is numbers like 3456/2 or 3/532 then it usually means a stretching texture problem. These often come from "fitting" a texture to a brush, especially thin brushes like signs or doors. Then a texture may get shrunk too far also, so do not go below 0.1 for scale or over 10 for scale, either causes frequent problems.
    If the editor cannot find it for you, using the Big block elimination method or the cordon tool may be you best bet to figuring this out, unless you want to start ripping your level apart....  <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Thanks to good ol' Tommy14's <a href='http://www.slackiller.com/tommy14/errors.htm' target='_blank'>Errors Page</a>.
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    edited September 2003
    thats the site i tried but i cant find the cause i asume its because of vertex or clipping but ive done loads most of my level is done by it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    edited September 2003
    this is realy geting annoying now ive tried cutting my map up and compiling bits seperately and everything is ok but when i compile it together it dies <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> can anyone help me out with this i want to get back to mapping not trying to find one stupid error <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • bull3tbull3t Join Date: 2003-08-10 Member: 19347Members
    ok, This always happenes to my dod maps. Go to the texture align tool. Click one of the sides of the texture name in hammer and see if it .2 or something .2 then make it 1.00
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    the problem is that i cant find it uve used the cordon tool to seperate off parts the the level ive tried copy pasting sections into a differend .map and ive tried big brush but i cant find where the problem is coming from is there anyone who is experienced in how to fix this who could show me how
    ?
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    I remember it now, check your surfaces for really jacked up sizes, this typically happens when a texture is repeated MANY times across a face of a surface. Look for -extremely- small values on the texture size. Yes, small. Not large. Large can do it too but small is much more common.
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    MY woes are over i found it atlast with some help from infinity x over msn for some reason after deleting a func_wall that was actind as a bean across a ceiling was causing it and after deleting it everything was fixed now i can cary on mapping which i enjoy and is fun untill the next problem <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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